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yup comes back to the whole using tickets in this game when its not really a death match ... .. I still think there must be a way to supply each squad individually with tickets that are not seen by the rest of the team..so you have 500 tickets and allocate to each squad a limited supply... then with actions of medics/flag capture/defense/deaths... the squad gains tickets (from the over all pool) this dwindles the pool for good play and actions and allows that squad for being the best to hold onto their tickets... anyway something like that.... if you waste a vehicle or its destroyed you lose the tickets from your squad and have to do something like defend or win a flag to begin getting them back again... if a commander comes in then the SL could if they wish allocate their tickets back to the team via the commander .. to get vehicle or spawns fob or something......

confused.. you soon will be.

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Make it so that ticket number is hidden unless paid a fee from each FOB on the map. Say 100 construction points per FOB. If my team over runs an enemy FOB, we take down their HAB (making it unspawnable) but their Radio is still up (we're holding it hostage), we will prevent the enemy team from paying the 100 construction point fee to find out how many tickets they have. Essentially putting a bigger emphasis on FOB security/locations.

OR just make the ticket number available to SL's only.

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Keep it hidden, but give hints. I find that matches lack suspense and unless it's obvious that one team is getting rolled, matches just end without any resolution. "Oh, it's over. We won/lost" I'd rather have corny prompts if the match is close, "Don't give in, you have the enemy on the run!" if you're within 50 tickets maybe, or enter a timed sudden death where you have 10 minutes to take a cap, run their tickets out, or who ever has the most left at the end wins.

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Keep it hidden, but give hints. I find that matches lack suspense and unless it's obvious that one team is getting rolled, matches just end without any resolution. "Oh, it's over. We won/lost" I'd rather have corny prompts if the match is close, "Don't give in, you have the enemy on the run!" if you're within 50 tickets maybe, or enter a timed sudden death where you have 10 minutes to take a cap, run their tickets out, or who ever has the most left at the end wins.

I actually won't be opposed to some sick suspenseful soundtrack at the end of the round or even towards the last 50 tickets.

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I think adding some countdown sound or heartbeat or whatever may add suspense to the game but if you think your winning/losing everyone may just stop.. which could end up with a stale mate .... until the timer ends... it becomes deathmatch... just don't particularly like the idea.

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Which is pretty much the case now when one team gets pushed back towards main and there's @ 50 tickets left, everyone just throws up their hands and does whatever they want. On the other hand, if you know it's close, which now you really don't, you only know when it's not, the end of the match would be much more suspenseful.

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Perhaps the trigger for any "low tickets" notification or alert could only be triggered if both teams have between 50 and 100 tickets (server variable). This way only the close matches would have both teams knowing that they were low on tickets. As lugnut says it would add to the tension of the round end.

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Which is pretty much the case now when one team gets pushed back towards main and there's @ 50 tickets left, everyone just throws up their hands and does whatever they want. On the other hand, if you know it's close, which now you really don't, you only know when it's not, the end of the match would be much more suspenseful.

but if your pushed back to base it aint going to be close 9 times out of 10... usually your just going to get camped so people will just do *** all... .. early days everyone knew it was a close game .. time left.. what flag you were on.. if it had suddenly gone quiet or enemy had stopped pushing... generally that's all gone now and rarely do I ever hear 'don't give up, we have x tickets left'.. so I don't think adding a sound is going to make the game anymore 'suspenseful' it used to be very tight.. so something has happened to change that...

Edited September 14, 2017 by embecmom

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I had 2 games yesterday where the spread was under 30 tickets, so it can still happen. It really all changed when vehicles were introduced as well as cooker fobs enabling one team to build up major momentum, gain the upper hand and by quickly placing fobs behind enemy lines quickly move their team and backcap the other team who are basically on their back foot the entire time. Ofc, you can recover from that if the teams are pretty even, but they never really are on pub servers.

Yeah, that's what I'm saying, on a steamroll, it doesn't matter and there's no need to be told it's happening, it's obvious. However, if it's close, I'd like to know it in the closing minutes of the match, I think it would add to the tension.

Btw, the close games were on servers that prohibited rushing, so neither side had a great advantage after the first 20 minutes. The battles went back and forth, and were more fun tbh.

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if squads could spawn in more locations around the map at the start (find my random rally point suggestion) then rushing would be far harder. The map would be populated at the start instead of being weirdly empty.

Without this every map start is the same and as players learn the "best way" the final outcome will become the same as well. Add random squad rally locations to populate the map.

We rush effectively because there is no risk to doing so. Good players/squads will always do this.